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Re: Metro Track Set Development

Posted: 14 Jul 2012 08:30
by jor[D]1
one thing, in diagonals how can you fill up the digged land? Also is it possible to just only allow a plain platform under ground. So you wont't see a roof sticking out.

Re: Metro Track Set Development

Posted: 14 Jul 2012 10:17
by FooBar
jor[D]1 wrote:in diagonals how can you fill up the digged land?
I'm not sure actually :P I think once a city grows around it it will be filled up enough. I've considered matching object tiles, but those will just eat up extra space where otherwise houses could be.
I've tried full tiles on top of the track, but that has proven impossible due to the way catenary is drawn. The same sprites are drawn for diagonals that are on the bottom/left side of a tile as for diagonals that are on the top/right side of a tile. Where for a roof you'd want this to be different. Suggestions are welcome though.
jor[D]1 wrote:Also is it possible to just only allow a plain platform under ground. So you wont't see a roof sticking out.
You're free to use a station set with low platforms. I'm not going to force/disallow anything, it's up to the player to decide what to build or not to build.

Re: Metro Track Set Development

Posted: 14 Jul 2012 14:13
by YNM
Can I have the sprites for the concrete covered tracks one ?
Maybe a nice little thing if we make a stairs to go out....

(Not now actually, somewhat in 2 pm next day, or just post it now. Also, what pallete you use Foobar?)

Re: Metro Track Set Development

Posted: 14 Jul 2012 14:51
by FooBar
You can get everything you need from the repository: http://dev.openttdcoop.org/projects/met ... repository

I use both palettes mixed together: some files are Windows, some are DOS. My bet is that the file you're looking for is in the Windows palette, but you can easily confirm that for yourself.

Re: Metro Track Set Development

Posted: 17 Jul 2012 20:27
by Quast65
A little off topic, but I reported the bug with the not being able to disable pylons for stationtiles and it will be fixed from r24402, so that's some good news for the custom tunnelentrances I want to make that are very compatible with the metrotrackset you have made.
That nightly of Openttd is not done yet while I wrote this, but shouldn't take too long.
However I did some testing with the tunnel I already made with your trackset and, don't know why, but there is no pylon drawn at the connection between your tunnel and my entrance!! So there should already be no graphic problems with bits of pylons sticking out ;-) So you can expect some custom tunnelentrances in the near future for your fantastic trackset!

Re: Metro Track Set Development

Posted: 17 Jul 2012 20:54
by FooBar
Thank you for your kind words. I've done some testing myself, and it appears that a "near" pillar is part of the tunnel tile and a "far" pillar part of the tile in front of the tunnel. That way you either don't have one as the tunnel tile doesn't draw pillars or you don't see much of it as half of it is cropped by the tunnel. Obiously I haven't tested with your stations, but that may behave even differently than with default stations :D

Re: Metro Track Set Development

Posted: 23 Jul 2012 11:47
by Quast65
Offtopic: There is a new nightly out for Openttd with the pylonbug fixed, works like a charm ;-)

Ontopic: I have a few issues to report ;-) See pic below:
Example08.png
Example08.png (133.61 KiB) Viewed 7419 times
1. A minor spellingmistake in the menu

2. When the rails bend one of the tiles overlaps the other and it looks like they are on top of each other and not connected.

3. When you have the horizontal and vertical rails in a trench the rooftiles don't connect to the sides if you for example fill those with objecttiles. Maybe it is an idea that the horizontal and vertical rails also have a full tile on top of them and not the narrow one. I know the narrow one looks best when the rails are not in a trench, but (correct me if I'm wrong) isn't the idea that one can use these rails in stead of a tunnel? So they are most likely to be used in a trench?

Re: Metro Track Set Development

Posted: 23 Jul 2012 19:15
by FooBar
Thanks, I've fixed the typo. The other two are unfortunately not solvable. Number two is a result of the sprite sorter that I cannot influence. Only solution would be to remove the grey line along the complete side. Number three is simply impossible, unfortunately. I've tried what you suggest when I started this, but ended up with what is now.

Re: Metro Track Set Development

Posted: 23 Jul 2012 21:25
by Quast65
So, correct me if I'm wrong, it is not possible to have a seperate sort of overlaytile for each railpiece? Only a difference between horizontal/vertical and the diagonal pieces?

Re: Metro Track Set Development

Posted: 23 Jul 2012 22:12
by FooBar
No, the same sprite is used for track bits that are on the left side of a tile as for track bits that are on the right side of the tile. So if you align it for one, it will be off for the other.

Re: Metro Track Set Development

Posted: 23 Jul 2012 22:48
by Quast65
Ahh, I see. Maybe interesting to propose to the dev's to have railtypes that can have seperate sorts of overlays?

Re: Metro Track Set Development

Posted: 04 Aug 2012 03:01
by YNM
Eh, can I have some shots of enterance to underground metro station ? Also, what style of stairs I should draw ? Dutch or other ?

Re: Metro Track Set Development

Posted: 04 Aug 2012 09:21
by FooBar
I'm not really sure what your intentions are, but it sounds like you're making some sort of station set to go with this. Since it's you drawing, feel free to draw whatever you like :)
Either way, here's a notable example in Rotterdam: http://commons.wikimedia.org/wiki/File: ... ingang.jpg another one: http://commons.wikimedia.org/wiki/File: ... shaven.jpg another: http://commons.wikimedia.org/wiki/File: ... kzigt1.jpg
Or one in amsterdam: http://commons.wikimedia.org/wiki/File: ... terdam.jpg

Re: Metro Track Set Development

Posted: 04 Aug 2012 12:00
by YNM
FooBar wrote:I'm not really sure what your intentions are, but it sounds like you're making some sort of station set to go with this. Since it's you drawing, feel free to draw whatever you like :)
Either way, here's a notable example in Rotterdam: http://commons.wikimedia.org/wiki/File: ... ingang.jpg another one: http://commons.wikimedia.org/wiki/File: ... shaven.jpg another: http://commons.wikimedia.org/wiki/File: ... kzigt1.jpg
Or one in amsterdam: http://commons.wikimedia.org/wiki/File: ... terdam.jpg
Not station set FooBar, just modify both underground metro track catenaries with adding some underground metro enterance graphic...

Anyway, thanks for the link.

Re: Metro Track Set Development

Posted: 04 Aug 2012 13:13
by FooBar
Ok, well in either case feel free to draw whatever you like to draw :)
Hopefully the pictures can give you some inspiration.

Re: Metro Track Set Development

Posted: 04 Aug 2012 14:14
by YNM
Well, actually I may drawn that as stations... Just remembered the Canadian stations, where there's one station with car park over. I don't know about how stations should be drawn, is it have to bear the blue box ? Also, how to make the stations not provide any rails ? As well, the last is : I can't do NFO, so help is apreciated if someone want to code it into a GRF.

Also FooBar, I don't see the stairs in there ; I'm sure the escalator is usual one everywhere else, but how is the stairs look like ? What color is it ?

Re: Metro Track Set Development

Posted: 04 Aug 2012 14:45
by Quast65
Drawing stations isn't that difficult (at least one tile stations aren't that difficult), basically you have to provide 4 sprites:

- a foreground-sprite for the North-south diagonal
- a backgrond-sprite for the North-south diagonal
- and the same but for the East-west diagonal

Make sure you keep enough room between the foreground and background sprite that a rail can fit in between.
This might help: http://www.ttdpatch.de/grfspecs/Station ... orial.html

You don't have to worry about drawing rails and/or catenary, the game will provide that when you set that in the code (and so it will match all kinds of railtypes). So that is not important right now for the drawing, it's a coding issue (which also isn't that difficult)

I can't help though with multiple tile stations, I have no experience in drawing and coding those.

As for the code of a single tile station, I can provide a code example in NFO somewhere tomorrow (if not anybody else beats me to it).

I'd say, give it a try! Maybe start with just simple platforms and I'm sure there will be enough people around to give tips on the drawing as you progress.

EDIT: as for the color of the stairs, most are concrete and some have granite stairs. So grey tones.

EDIT2: To keep this thread on topic I have made a new thread with a tutorial for drawing and coding stationtiles.
http://www.tt-forums.net/viewtopic.php?f=26&t=62069

Re: Metro Track Set Development

Posted: 13 Sep 2013 17:18
by trainboy2004
I found a bug I think:
Capture.PNG
Capture.PNG (44.6 KiB) Viewed 6768 times
These signal sprites in the middle of the picture should be mirrored. Other directions work just fine. :wink:

Re: Metro Track Set Development

Posted: 14 Sep 2013 12:56
by FooBar
That sure looks like a bug :) Thanks for reporting it.
I've added it to the tracker. Won't be until next week before I can look into it though!

Re: Metro Track Set Development

Posted: 14 Sep 2013 15:34
by trainboy2004
Great! :D